Hello!
I'm just porting our game, Legacy, for the Communicator (www.redshift.hu). I used this code in the past to access 9200's screen directly:
#ifdef __WINS__
bScreen=new(ELeave) CFbsBitmap();
bScreen->Create(TSize(640,200),EColor4K);
pbScreen=(Uint8 *)bScreen->DataAddress();
dScreen->CreateContext(cScreen);
pBuf=new(ELeave) TUint8[640*200];
#else
pBuf=new(ELeave) TUint8[640*200];
TScreenInfoV01 iScreenInfo;
TPckg<TScreenInfoV01> sI(iScreenInfo);
UserSvr::ScreenInfo(sI);
pScreen=(Uint8 *)(iScreenInfo.iScreenAddress)+32;
#endif
So... that was 9200 series. 4r/4g/4b, 2 bytes for each pixel, only 12 bits used. What about the 9500? How can I access the pixels, and what are the bit mapping? With 5/5/5, then it would 32768 colors.
Another question: I have the Nokia 9200 SDK, and the Series 80 SDK for 9500. Can I use only the 9200 SDK to compile our game for both 9200 and 9500 ?
I won't use too many APIs, we have a strong engine, with system-independent routines.
Thank you!
Stewe/Redshift